using Engine;
using GameEntitySystem;
using TemplatesDatabase;

namespace Game
{
    public class ComponentStareBehavior : ComponentBehavior, IUpdateable
    {
        public SubsystemTime m_subsystemTime;

        public SubsystemBodies m_subsystemBodies;

        public ComponentCreature m_componentCreature;

        public ComponentPathfinding m_componentPathfinding;

        public DynamicArray<ComponentBody> m_componentBodies = new DynamicArray<ComponentBody>();

        public StateMachine m_stateMachine = new StateMachine();

        public Random m_random = new Random();

        public float m_importanceLevel;

        public float m_stareRange;

        public double m_stareEndTime;

        public ComponentCreature m_target;

        public UpdateOrder UpdateOrder => UpdateOrder.Default;

        public override float ImportanceLevel => m_importanceLevel;

        public void Update(float dt)
        {
            m_stateMachine.Update();
        }

        public override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
        {
            m_subsystemTime = Project.FindSubsystem<SubsystemTime>(throwOnError: true);
            m_subsystemBodies = Project.FindSubsystem<SubsystemBodies>(throwOnError: true);
            m_componentCreature = Entity.FindComponent<ComponentCreature>(throwOnError: true);
            m_componentPathfinding = Entity.FindComponent<ComponentPathfinding>(throwOnError: true);
            m_stareRange = valuesDictionary.GetValue<float>("StareRange");
            m_stateMachine.AddState("Inactive", delegate
            {
                m_importanceLevel = 0f;
            }, delegate
            {
                if (m_subsystemTime.GameTime > m_stareEndTime + 8.0 && m_random.Float(0f, 1f) < 1f * m_subsystemTime.GameTimeDelta)
                {
                    m_target = FindTarget();
                    if (m_target != null)
                    {
                        float probability = (m_target.Entity.FindComponent<ComponentPlayer>() != null) ? 1f : 0.25f;
                        if (m_random.Bool(probability))
                        {
                            m_importanceLevel = m_random.Float(3f, 5f);
                        }
                    }
                }
                if (IsActive)
                {
                    m_stateMachine.TransitionTo("Stare");
                }
            }, null);
            m_stateMachine.AddState("Stare", delegate
            {
                m_stareEndTime = m_subsystemTime.GameTime + m_random.Float(6f, 12f);
                if (m_target != null)
                {
                    Vector3 position = m_componentCreature.ComponentBody.Position;
                    var v = Vector3.Normalize(m_target.ComponentBody.Position - position);
                    m_componentPathfinding.SetDestination(position + 1.1f * v, m_random.Float(0.3f, 0.4f), 1f, 0, useRandomMovements: false, ignoreHeightDifference: true, raycastDestination: false, null);
                    if (m_random.Float(0f, 1f) < 0.5f)
                    {
                        m_componentCreature.ComponentCreatureSounds.PlayIdleSound(skipIfRecentlyPlayed: false);
                    }
                }
            }, delegate
            {
                if (!IsActive || m_target == null || m_componentPathfinding.IsStuck || m_subsystemTime.GameTime > m_stareEndTime)
                {
                    m_stateMachine.TransitionTo("Inactive");
                }
                else if (m_random.Float(0f, 1f) < 1f * m_subsystemTime.GameTimeDelta && ScoreTarget(m_target) <= 0f)
                {
                    m_stateMachine.TransitionTo("Inactive");
                }
                else
                {
                    m_componentCreature.ComponentCreatureModel.LookAtOrder = m_target.ComponentCreatureModel.EyePosition;
                }
            }, null);
            m_stateMachine.TransitionTo("Inactive");
        }

        public virtual ComponentCreature FindTarget()
        {
            Vector3 position = m_componentCreature.ComponentBody.Position;
            m_componentBodies.Clear();
            m_subsystemBodies.FindBodiesAroundPoint(new Vector2(position.X, position.Z), m_stareRange, m_componentBodies);
            ComponentCreature result = null;
            float num = 0f;
            for (int i = 0; i < m_componentBodies.Count; i++)
            {
                ComponentCreature componentCreature = m_componentBodies.Array[i].Entity.FindComponent<ComponentCreature>();
                if (componentCreature != null)
                {
                    float num2 = ScoreTarget(componentCreature);
                    if (num2 > num)
                    {
                        result = componentCreature;
                        num = num2;
                    }
                }
            }
            return result;
        }

        public virtual float ScoreTarget(ComponentCreature componentCreature)
        {
            if (componentCreature != m_componentCreature && componentCreature.Entity.IsAddedToProject)
            {
                float num = Vector3.Distance(m_componentCreature.ComponentBody.Position, componentCreature.ComponentBody.Position);
                float num2 = m_stareRange - num;
                if (m_random.Float(0f, 1f) < 0.66f && componentCreature.Entity.FindComponent<ComponentPlayer>() != null)
                {
                    num2 *= 100f;
                }
                return num2;
            }
            return 0f;
        }
    }
}
